colobot/colobot-base/object/auto/autobase.cpp

1467 lines
49 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "object/auto/autobase.h"
#include "common/resources/resourcemanager.h"
#include "graphics/engine/cloud.h"
#include "graphics/engine/engine.h"
#include "graphics/engine/lightning.h"
#include "graphics/engine/planet.h"
#include "graphics/engine/terrain.h"
#include "level/robotmain.h"
#include "level/player_profile.h"
#include "level/parser/parser.h"
#include "level/parser/parserline.h"
#include "math/geometry.h"
#include "object/object_manager.h"
#include "object/old_object.h"
#include "object/interface/transportable_object.h"
#include "physics/physics.h"
#include "sound/sound.h"
#include "ui/controls/interface.h"
#include "ui/controls/window.h"
const float BASE_LAND_TIME = 7.5f; // hard landing
const float BASE_TAKO_TIME = 10.0f; // hard landing
const float BASE_DOOR_TIME = 6.0f; // time opening / closing
const float BASE_DOOR_TIME2 = 2.0f; // time opening / closing suppl.
const float BASE_PORTICO_TIME_MOVE = 16.0f; // gate advance time
const float BASE_PORTICO_TIME_DOWN = 4.0f; // gate length down
const float BASE_PORTICO_TIME_OPEN = 4.0f; // gate opening duration
const float BASE_TRANSIT_TIME = 15.0f; // transit duration
// Object's constructor.
CAutoBase::CAutoBase(COldObject* object) : CAuto(object)
{
m_fogStart = m_engine->GetFogStart();
m_deepView = m_engine->GetDeepView();
Init();
m_phase = ABP_WAIT;
m_soundChannel = -1;
}
// Object's destructor.
CAutoBase::~CAutoBase()
{
}
// Destroys the object.
void CAutoBase::DeleteObject(bool bAll)
{
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
m_soundChannel = -1;
}
CAuto::DeleteObject(bAll);
}
// Initialize the object.
void CAutoBase::Init()
{
m_bOpen = false;
m_time = 0.0f;
m_lastParticle = 0.0f;
m_lastMotorParticle = 0.0f;
m_pos = m_object->GetPosition();
m_lastPos = m_pos;
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
// Start the object.
void CAutoBase::Start(int param)
{
m_phase = ABP_START;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
m_param = param;
}
// Management of an event.
bool CAutoBase::EventProcess(const Event &event)
{
glm::mat4 mat;
CObject* pObj;
glm::vec3 pos, speed, vibCir, iPos;
glm::vec2 dim, p;
float angle, dist, time, h, len, vSpeed;
int i, max;
CAuto::EventProcess(event);
if ( m_engine->GetPause() ) return true;
begin:
iPos = m_object->GetPosition();
if ( m_phase == ABP_START )
{
if ( m_param != PARAM_STOP && // not placed on the ground?
m_param != PARAM_FIXSCENE )
{
FreezeCargo(true); // freeze whole cargo
}
if ( m_param == PARAM_STOP ) // raises the ground?
{
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f-124.0f*Math::PI/180.0f);
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f);
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, -11.5f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, 11.5f));
}
pObj = m_main->GetSelectObject();
m_main->SelectObject(pObj);
m_camera->SetControllingObject(pObj);
if ( pObj == nullptr )
{
m_camera->SetType(Gfx::CAM_TYPE_BACK);
}
else
{
assert(pObj->Implements(ObjectInterfaceType::Controllable));
m_camera->SetType(dynamic_cast<CControllableObject&>(*pObj).GetCameraType());
}
m_main->StartMusic();
}
if ( m_param == PARAM_FIXSCENE ) // raises the ground?
{
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f-124.0f*Math::PI/180.0f);
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f);
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, -11.5f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, 11.5f));
}
}
if ( m_param == PARAM_LANDING ) // Landing?
{
m_phase = ABP_LAND;
m_progress = 0.0f;
m_speed = 1.0f/BASE_LAND_TIME;
m_main->SetMovieLock(true); // blocks everything until the end of the landing
m_bMotor = true; // lights the jet engine
m_camera->SetType(Gfx::CAM_TYPE_SCRIPT);
glm::vec3 eye = m_pos;
eye.x -= 150.0f;
m_terrain->AdjustToFloor(eye);
eye.y += 10.0f;
glm::vec3 lookat = m_object->GetPosition();
lookat.y += 300.0f+50.0f;
m_camera->SetScriptCamera(eye, lookat);
m_posSound = eye;
m_engine->SetFocus(2.0f);
m_engine->SetFogStart(0.9f);
if ( m_soundChannel == -1 )
{
m_soundChannel = m_sound->Play(SOUND_FLY, m_posSound, 0.3f, 2.0f, true);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.5f, BASE_LAND_TIME, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.5f, 2.0f, SOPER_STOP);
}
m_main->StartMusic();
}
if ( m_param == PARAM_PORTICO ) // gate on the porch?
{
pos = m_object->GetPosition();
m_finalPos = pos;
pos.z += BASE_PORTICO_TIME_MOVE*5.0f; // back
pos.y += 10.0f; // rises (the gate)
m_object->SetPosition(pos);
MoveCargo(); // all cargo moves
m_phase = ABP_PORTICO_MOVE;
m_progress = 0.0f;
m_speed = 1.0f/BASE_PORTICO_TIME_MOVE;
m_main->StartMusic();
}
if ( m_param == PARAM_TRANSIT1 ||
m_param == PARAM_TRANSIT2 ||
m_param == PARAM_TRANSIT3 ) // transit in space?
{
m_phase = ABP_TRANSIT_MOVE;
m_progress = 0.0f;
m_speed = 1.0f/BASE_TRANSIT_TIME;
m_object->SetRotationZ(-Math::PI/2.0f);
pos = m_object->GetPosition();
pos.y += 10000.0f; // in space
m_finalPos = pos;
m_object->SetPosition(pos);
m_main->SetMovieLock(true); // blocks everything until the end of the landing
m_bMotor = true; // lights the jet engine
m_camera->SetType(Gfx::CAM_TYPE_SCRIPT);
pos.x += 1000.0f;
pos.z -= 60.0f;
pos.y += 80.0f;
m_posSound = pos;
m_camera->SetScriptCamera(pos, glm::vec3(0.0f, 0.0f, 0.0f));
m_engine->SetFocus(1.0f);
BeginTransit();
mat = m_object->GetWorldMatrix(0);
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 10.0f;
dim.y = dim.x;
pos = glm::vec3(42.0f, -2.0f, 17.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[0] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(17.0f, -2.0f, 42.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[1] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(42.0f, -2.0f, -17.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[2] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(17.0f, -2.0f, -42.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[3] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(-42.0f, -2.0f, 17.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[4] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(-17.0f, -2.0f, 42.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[5] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(-42.0f, -2.0f, -17.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[6] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
pos = glm::vec3(-17.0f, -2.0f, -42.0f);
pos = Math::Transform(mat, pos);
m_partiChannel[7] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, BASE_TRANSIT_TIME+1.0f, 0.0f, 0.0f);
if ( m_soundChannel == -1 )
{
m_soundChannel = m_sound->Play(SOUND_FLY, m_posSound, 0.0f, 1.2f, true);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, BASE_TRANSIT_TIME*0.55f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 0.8f, BASE_TRANSIT_TIME*0.45f, SOPER_STOP);
}
}
}
if ( event.type == EVENT_UPDINTERFACE )
{
if ( m_object->GetSelect() ) CreateInterface(true);
}
if ( event.type == EVENT_OBJECT_BTAKEOFF )
{
return TakeOff(true);
}
if ( event.type != EVENT_FRAME ) return true;
if ( m_phase == ABP_WAIT ) return true;
m_progress += event.rTime*m_speed;
if ( m_phase == ABP_LAND )
{
if ( m_progress < 1.0f )
{
pos = m_pos;
pos.y += powf(1.0f-m_progress, 2.0f)*300.0f;
m_object->SetPosition(pos);
MoveCargo(); // all cargo moves
vibCir.z = sinf(m_time*Math::PI* 2.01f)*(Math::PI/150.0f)+
sinf(m_time*Math::PI* 2.51f)*(Math::PI/200.0f)+
sinf(m_time*Math::PI*19.01f)*(Math::PI/400.0f);
vibCir.x = sinf(m_time*Math::PI* 2.03f)*(Math::PI/150.0f)+
sinf(m_time*Math::PI* 2.52f)*(Math::PI/200.0f)+
sinf(m_time*Math::PI*19.53f)*(Math::PI/400.0f);
vibCir.y = 0.0f;
vibCir *= Math::Min(1.0f, (1.0f-m_progress)*3.0f);
m_object->SetCirVibration(vibCir);
glm::vec3 eye = m_pos;
eye.x -= 150.0f;
m_terrain->AdjustToFloor(eye);
eye.y += 10.0f;
glm::vec3 lookat = m_object->GetPosition();
lookat.y += 50.0f;
m_camera->SetScriptCameraAnimate(eye, lookat);
m_engine->SetFocus(1.0f+(1.0f-m_progress));
if ( m_lastParticle+m_engine->ParticleAdapt(0.10f) <= m_time )
{
m_lastParticle = m_time;
// Dust thrown to the ground.
pos = m_pos;
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
angle = Math::Rand()*(Math::PI*2.0f);
dist = m_progress*50.0f;
p = Math::RotatePoint(angle, dist);
speed.x = p.x;
speed.z = p.y;
speed.y = 0.0f;
dim.x = (Math::Rand()*15.0f+15.0f)*m_progress;
dim.y = dim.x;
if ( dim.x >= 1.0f )
{
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, 2.0f, 0.0f, 2.0f);
}
// Particles are ejected from the jet engine.
pos = m_object->GetPosition();
pos.y += 6.0f;
h = m_terrain->GetHeightToFloor(pos)/300.0f;
speed.x = (Math::Rand()-0.5f)*(80.0f-50.0f*h);
speed.z = (Math::Rand()-0.5f)*(80.0f-50.0f*h);
speed.y = -(Math::Rand()*(h+1.0f)*40.0f+(h+1.0f)*40.0f);
dim.x = Math::Rand()*2.0f+2.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 2.0f, 10.0f, 2.0f);
// Black smoke from the jet engine.
if ( m_progress > 0.8f )
{
pos = m_pos;
pos.x += (Math::Rand()-0.5f)*8.0f;
pos.z += (Math::Rand()-0.5f)*8.0f;
pos.y += 3.0f;
speed.x = (Math::Rand()-0.5f)*8.0f;
speed.z = (Math::Rand()-0.5f)*8.0f;
speed.y = 0.0f;
dim.x = Math::Rand()*4.0f+4.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f, 0.0f, 2.0f);
}
}
}
else
{
m_bMotor = false; // put out the reactor
m_object->SetPosition(m_pos); // setting down
m_object->SetCirVibration(glm::vec3(0.0f, 0.0f, 0.0f));
MoveCargo(); // all cargo moves
// Impact with the ground.
max = static_cast<int>(50.0f*m_engine->GetParticleDensity());
for ( i=0 ; i<max ; i++ )
{
angle = Math::Rand()*(Math::PI*2.0f);
p = Math::RotatePoint(angle, 46.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = Math::Rand()*10.0f+10.0f;
dim.y = dim.x;
time = Math::Rand()*2.0f+1.5f;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, time, 0.0f, 2.0f);
}
//? m_camera->StartEffect(CE_CRASH, m_pos, 1.0f);
m_camera->StartEffect(Gfx::CAM_EFFECT_EXPLO, m_pos, 2.0f);
m_engine->SetFocus(1.0f);
m_sound->Play(SOUND_BOUM, m_posSound, 0.6f, 0.5f);
m_phase = ABP_OPENWAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
}
if ( m_phase == ABP_OPENWAIT )
{
if ( m_progress < 1.0f )
{
if ( m_lastParticle+m_engine->ParticleAdapt(0.10f) <= m_time )
{
m_lastParticle = m_time;
// Black smoke from the reactor.
pos = m_pos;
pos.x += (Math::Rand()-0.5f)*8.0f;
pos.z += (Math::Rand()-0.5f)*8.0f;
pos.y += 3.0f;
speed.x = (Math::Rand()-0.5f)*8.0f;
speed.z = (Math::Rand()-0.5f)*8.0f;
speed.y = 0.0f;
dim.x = Math::Rand()*4.0f+4.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f, 0.0f, 2.0f);
}
}
else
{
m_soundChannel = m_sound->Play(SOUND_MANIP, m_posSound, 0.0f, 0.3f, true);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 0.3f, 1.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 1.0f, BASE_DOOR_TIME-1.5f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.3f, 1.0f, SOPER_STOP);
m_phase = ABP_OPEN;
m_progress = 0.0f;
m_speed = 1.0f/BASE_DOOR_TIME;
}
}
if ( m_phase == ABP_OPEN )
{
if ( m_progress < 1.0f )
{
angle = -m_progress*124.0f*Math::PI/180.0f;
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f+angle);
}
if ( m_param != PARAM_PORTICO )
{
angle = m_progress*Math::PI*2.0f;
p = Math::RotatePoint(angle, -150.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
m_terrain->AdjustToFloor(pos);
pos.y += 10.0f;
pos.y += m_progress*40.0f;
m_camera->SetScriptCameraAnimateEye(pos);
m_engine->SetFogStart(0.9f-(0.9f-m_fogStart)*m_progress);
}
}
else
{
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f-124.0f*Math::PI/180.0f);
}
// Clash the doors with the ground.
max = static_cast<int>(20.0f*m_engine->GetParticleDensity());
for ( i=0 ; i<max ; i++ )
{
angle = Math::Rand()*(20.0f*Math::PI/180.0f)-(10.0f*Math::PI/180.0f);
angle += (Math::PI/4.0f)*(rand()%8);
p = Math::RotatePoint(angle, 74.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = Math::Rand()*8.0f+8.0f;
dim.y = dim.x;
time = Math::Rand()*2.0f+1.5f;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, time, 0.0f, 2.0f);
}
m_soundChannel = m_sound->Play(SOUND_MANIP, m_posSound, 0.3f, 1.5f, true);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 1.5f, BASE_DOOR_TIME2, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.5f, 0.5f, SOPER_STOP);
m_phase = ABP_OPEN2;
m_progress = 0.0f;
m_speed = 1.0f/BASE_DOOR_TIME2;
}
}
if ( m_phase == ABP_OPEN2 )
{
if ( m_progress < 1.0f )
{
len = 7.0f-m_progress*(7.0f+11.5f);
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, len));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, -len));
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f*m_progress);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f*m_progress);
}
if ( m_param != PARAM_PORTICO )
{
angle = m_progress*Math::PI/2.0f;
p = Math::RotatePoint(angle, -150.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
m_terrain->AdjustToFloor(pos);
pos.y += 10.0f;
pos.y += m_progress*40.0f;
m_camera->SetScriptCameraAnimateEye(pos);
m_engine->SetFogStart(0.9f-(0.9f-m_fogStart)*m_progress);
}
}
else
{
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, -11.5f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, 11.5f));
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f);
}
m_phase = ABP_LDWAIT;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
if ( m_phase == ABP_LDWAIT )
{
if ( m_progress >= 1.0f )
{
FreezeCargo(false); // frees all cargo
if ( m_param != PARAM_PORTICO )
{
m_main->SetMovieLock(false); // you can play!
pObj = m_main->GetSelectObject();
m_main->SelectObject(pObj);
m_camera->SetControllingObject(pObj);
if ( pObj == nullptr )
{
m_camera->SetType(Gfx::CAM_TYPE_BACK);
}
else
{
assert(pObj->Implements(ObjectInterfaceType::Controllable));
m_camera->SetType(dynamic_cast<CControllableObject&>(*pObj).GetCameraType());
}
m_sound->Play(SOUND_BOUM, m_object->GetPosition());
m_soundChannel = -1;
m_engine->SetFogStart(m_fogStart);
}
m_bOpen = true;
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
if ( m_phase == ABP_CLOSE2 )
{
if ( m_progress < 1.0f )
{
len = 7.0f-(1.0f-m_progress)*(7.0f+11.5f);
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, len));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, -len));
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f*(1.0f-m_progress));
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f*(1.0f-m_progress));
}
}
else
{
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, 7.0f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, -7.0f));
m_object->SetPartRotationX(10+i, 0.0f);
m_object->SetPartRotationX(18+i, 0.0f);
}
m_soundChannel = m_sound->Play(SOUND_MANIP, m_posSound, 0.0f, 0.3f, true);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 0.3f, 1.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 1.0f, BASE_DOOR_TIME-1.5f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.3f, 1.0f, SOPER_STOP);
m_phase = ABP_CLOSE;
m_progress = 0.0f;
m_speed = 1.0f/BASE_DOOR_TIME;
}
}
if ( m_phase == ABP_CLOSE )
{
if ( m_progress < 1.0f )
{
angle = -(1.0f-m_progress)*124.0f*Math::PI/180.0f;
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f+angle);
}
}
else
{
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f);
}
m_bMotor = true; // lights the jet engine
// Shock of the closing doors.
max = static_cast<int>(20.0f*m_engine->GetParticleDensity());
for ( i=0 ; i<max ; i++ )
{
angle = Math::Rand()*Math::PI*2.0f;
p = Math::RotatePoint(angle, 32.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
pos.y += 85.0f;
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = Math::Rand()*3.0f+3.0f;
dim.y = dim.x;
time = Math::Rand()*1.0f+1.0f;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, time);
}
m_sound->Play(SOUND_BOUM, m_object->GetPosition());
m_soundChannel = -1;
m_bOpen = false;
m_phase = ABP_TOWAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
}
if ( m_phase == ABP_TOWAIT )
{
if ( m_progress < 1.0f )
{
if ( m_soundChannel == -1 )
{
m_soundChannel = m_sound->Play(SOUND_FLY, m_posSound, 0.0f, 0.5f, true);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.5f, 2.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 2.0f, BASE_TAKO_TIME, SOPER_STOP);
}
vibCir.z = sinf(m_time*Math::PI*19.01f)*(Math::PI/400.0f);
vibCir.x = sinf(m_time*Math::PI*19.53f)*(Math::PI/400.0f);
vibCir.y = 0.0f;
vibCir *= m_progress*1.0f;
m_object->SetCirVibration(vibCir);
if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
{
m_lastParticle = m_time;
// Particles are ejected from the reactor.
pos = m_object->GetPosition();
pos.y += 6.0f;
speed.x = (Math::Rand()-0.5f)*160.0f;
speed.z = (Math::Rand()-0.5f)*160.0f;
speed.y = -(Math::Rand()*10.0f+10.0f);
dim.x = Math::Rand()*2.0f+2.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 2.0f, 10.0f, 2.0f);
}
m_engine->SetFogStart(m_fogStart+(0.9f-m_fogStart)*m_progress);
}
else
{
m_engine->SetFogStart(0.9f);
m_phase = ABP_TAKEOFF;
m_progress = 0.0f;
m_speed = 1.0f/BASE_TAKO_TIME;
}
}
if ( m_phase == ABP_TAKEOFF )
{
if ( m_progress < 1.0f )
{
pos = m_pos;
pos.y += powf(m_progress, 2.0f)*600.0f;
m_object->SetPosition(pos);
MoveCargo(); // all cargo moves
vibCir.z = sinf(m_time*Math::PI*19.01f)*(Math::PI/400.0f);
vibCir.x = sinf(m_time*Math::PI*19.53f)*(Math::PI/400.0f);
vibCir.y = 0.0f;
m_object->SetCirVibration(vibCir);
glm::vec3 eye = m_pos;
eye.x -= 110.0f+m_progress*250.0f;
m_terrain->AdjustToFloor(eye);
eye.y += 10.0f;
glm::vec3 lookat = m_object->GetPosition();
lookat.y += 50.0f;
m_camera->SetScriptCameraAnimate(eye, lookat);
m_engine->SetFocus(1.0f+m_progress);
if ( m_lastParticle+m_engine->ParticleAdapt(0.10f) <= m_time )
{
m_lastParticle = m_time;
// Dust thrown to the ground.
pos = m_pos;
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
angle = Math::Rand()*(Math::PI*2.0f);
dist = (1.0f-m_progress)*50.0f;
p = Math::RotatePoint(angle, dist);
speed.x = p.x;
speed.z = p.y;
speed.y = 0.0f;
dim.x = (Math::Rand()*10.0f+10.0f)*(1.0f-m_progress);
dim.y = dim.x;
if ( dim.x >= 1.0f )
{
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, 2.0f, 0.0f, 2.0f);
}
// Particles are ejected from the reactor.
pos = m_object->GetPosition();
pos.y += 6.0f;
speed.x = (Math::Rand()-0.5f)*40.0f;
speed.z = (Math::Rand()-0.5f)*40.0f;
time = 5.0f+150.0f*m_progress;
speed.y = -(Math::Rand()*time+time);
time = 2.0f+m_progress*12.0f;
dim.x = Math::Rand()*time+time;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 2.0f, 10.0f, 2.0f);
// Black smoke from the reactor.
pos = m_object->GetPosition();
pos.y += 3.0f;
speed.x = (Math::Rand()-0.5f)*10.0f*(4.0f-m_progress*3.0f);
speed.z = (Math::Rand()-0.5f)*10.0f*(4.0f-m_progress*3.0f);
speed.y = 0.0f;
dim.x = Math::Rand()*20.0f+20.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 10.0f, 0.0f, 2.0f);
}
}
else
{
m_soundChannel = -1;
m_eventQueue->AddEvent(Event(EVENT_WIN));
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
}
if ( m_phase == ABP_PORTICO_MOVE ) // advance of the gate?
{
if ( m_progress < 1.0f )
{
pos = m_object->GetPosition();
pos.z -= event.rTime*5.0f;
m_object->SetPosition(pos);
MoveCargo(); // all cargo moves
}
else
{
m_phase = ABP_PORTICO_WAIT1;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
if ( m_phase == ABP_PORTICO_WAIT1 ) // expectation the gate?
{
if ( m_progress >= 1.0f )
{
m_phase = ABP_PORTICO_DOWN;
m_progress = 0.0f;
m_speed = 1.0f/BASE_PORTICO_TIME_DOWN;
}
}
if ( m_phase == ABP_PORTICO_DOWN ) // down the gate?
{
if ( m_progress < 1.0f )
{
pos = m_object->GetPosition();
pos.y -= event.rTime*(10.0f/BASE_PORTICO_TIME_DOWN);
m_object->SetPosition(pos);
MoveCargo(); // all cargo moves
}
else
{
// Impact with the ground.
max = static_cast<int>(50.0f*m_engine->GetParticleDensity());
for ( i=0 ; i<max ; i++ )
{
angle = Math::Rand()*(Math::PI*2.0f);
p = Math::RotatePoint(angle, 46.0f);
pos = m_pos;
pos.x += p.x;
pos.z += p.y;
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = Math::Rand()*10.0f+10.0f;
dim.y = dim.x;
time = Math::Rand()*2.0f+1.5f;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, time, 0.0f, 2.0f);
}
m_phase = ABP_PORTICO_WAIT2;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
if ( m_phase == ABP_PORTICO_WAIT2 ) // expectation the gate?
{
if ( m_progress >= 1.0f )
{
m_phase = ABP_PORTICO_OPEN;
m_progress = 0.0f;
m_speed = 1.0f/BASE_PORTICO_TIME_OPEN;
}
}
if ( m_phase == ABP_PORTICO_OPEN ) // opening the gate?
{
if ( m_progress < 1.0f )
{
}
else
{
m_phase = ABP_OPEN;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
}
if ( m_phase == ABP_TRANSIT_MOVE ) // transit in space?
{
if ( m_progress < 1.0f )
{
pos = m_object->GetPosition();
pos.x += event.rTime*(2000.0f/BASE_TRANSIT_TIME);
m_object->SetPosition(pos);
pos.x += 60.0f;
m_camera->SetScriptCameraAnimateLookat(pos);
}
else
{
m_object->SetRotationZ(0.0f);
m_param = PARAM_LANDING;
m_phase = ABP_START;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
EndTransit();
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.8f, 0.01f, SOPER_STOP);
m_soundChannel = -1;
}
goto begin;
}
}
if ( m_bMotor )
{
if ( m_lastMotorParticle+m_engine->ParticleAdapt(0.02f) <= m_time )
{
m_lastMotorParticle = m_time;
mat = m_object->GetWorldMatrix(0);
if ( event.rTime == 0.0f )
{
vSpeed = 0.0f;
}
else
{
pos = m_object->GetPosition();
if ( m_phase == ABP_TRANSIT_MOVE )
{
vSpeed = (pos.x-iPos.x)/event.rTime;
}
else
{
vSpeed = (pos.y-iPos.y)/event.rTime;
}
if ( vSpeed < 0.0f ) vSpeed *= 1.5f;
}
pos = glm::vec3(0.0f, 6.0f, 0.0f);
speed.x = (Math::Rand()-0.5f)*4.0f;
speed.z = (Math::Rand()-0.5f)*4.0f;
speed.y = vSpeed*0.8f-(8.0f+Math::Rand()*6.0f);
speed += pos;
pos = Math::Transform(mat, pos);
speed = Math::Transform(mat, speed);
speed -= pos;
dim.x = 4.0f+Math::Rand()*4.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBASE, 3.0f, 0.0f, 0.0f);
if ( m_phase == ABP_TRANSIT_MOVE )
{
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 12.0f;
dim.y = dim.x;
pos = glm::vec3(0.0f, 7.0f, 0.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 1.0f, 0.0f, 0.0f);
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 4.0f;
dim.y = dim.x;
pos = glm::vec3(42.0f, 0.0f, 17.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(17.0f, 0.0f, 42.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(42.0f, 0.0f, -17.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(17.0f, 0.0f, -42.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(-42.0f, 0.0f, 17.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(-17.0f, 0.0f, 42.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(-42.0f, 0.0f, -17.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(-17.0f, 0.0f, -42.0f);
pos.x += (Math::Rand()-0.5f)*2.0f; pos.z += (Math::Rand()-0.5f)*2.0f;
pos = Math::Transform(mat, pos);
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 0.5f, 0.0f, 0.0f);
pos = glm::vec3(42.0f, -2.0f, 17.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[0], pos);
pos = glm::vec3(17.0f, -2.0f, 42.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[1], pos);
pos = glm::vec3(42.0f, -2.0f, -17.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[2], pos);
pos = glm::vec3(17.0f, -2.0f, -42.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[3], pos);
pos = glm::vec3(-42.0f, -2.0f, 17.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[4], pos);
pos = glm::vec3(-17.0f, -2.0f, 42.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[5], pos);
pos = glm::vec3(-42.0f, -2.0f, -17.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[6], pos);
pos = glm::vec3(-17.0f, -2.0f, -42.0f);
pos = Math::Transform(mat, pos);
m_particle->SetPosition(m_partiChannel[7], pos);
}
}
}
if ( m_soundChannel != -1 )
{
pos = m_engine->GetEyePt();
m_sound->Position(m_soundChannel, pos);
}
return true;
}
// Stops the controller.
bool CAutoBase::Abort()
{
CObject* pObj;
int i;
if ( m_phase == ABP_TRANSIT_MOVE ) // transit ?
{
m_object->SetRotationZ(0.0f);
m_param = PARAM_LANDING;
m_phase = ABP_START;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
EndTransit();
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.8f, 0.01f, SOPER_STOP);
m_soundChannel = -1;
}
return true;
}
if ( m_param == PARAM_PORTICO ) // gate on the porch?
{
m_object->SetPosition(m_finalPos);
MoveCargo(); // all cargo moves
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f-124.0f*Math::PI/180.0f);
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f);
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, -11.5f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, 11.5f));
}
}
else
{
if ( m_phase == ABP_LAND ||
m_phase == ABP_OPENWAIT ||
m_phase == ABP_OPEN ||
m_phase == ABP_OPEN2 ) // Landing?
{
m_bMotor = false; // put out the jet engine
m_bOpen = true;
m_object->SetPosition(m_pos); // setting down
m_object->SetCirVibration(glm::vec3(0.0f, 0.0f, 0.0f));
MoveCargo(); // all cargo moves
for ( i=0 ; i<8 ; i++ )
{
m_object->SetPartRotationZ(1+i, Math::PI/2.0f-124.0f*Math::PI/180.0f);
m_object->SetPartRotationX(10+i, -10.0f*Math::PI/180.0f);
m_object->SetPartRotationX(18+i, 10.0f*Math::PI/180.0f);
m_object->SetPartPosition(10+i, glm::vec3(23.5f, 0.0f, -11.5f));
m_object->SetPartPosition(18+i, glm::vec3(23.5f, 0.0f, 11.5f));
}
m_main->SetMovieLock(false); // you can play!
pObj = m_main->GetSelectObject();
m_main->SelectObject(pObj);
m_camera->SetControllingObject(pObj);
if ( pObj == nullptr )
{
m_camera->SetType(Gfx::CAM_TYPE_BACK);
}
else
{
assert(pObj->Implements(ObjectInterfaceType::Controllable));
m_camera->SetType(dynamic_cast<CControllableObject&>(*pObj).GetCameraType());
}
m_engine->SetFogStart(m_fogStart);
}
if ( m_phase == ABP_CLOSE2 ||
m_phase == ABP_CLOSE ||
m_phase == ABP_TOWAIT ||
m_phase == ABP_TAKEOFF ) // off?
{
m_eventQueue->AddEvent(Event(EVENT_WIN));
}
}
m_object->SetRotationZ(0.0f);
FreezeCargo(false); // frees all cargo
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
m_soundChannel = -1;
}
m_phase = ABP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
return true;
}
// Returns an error due the state of the automation.
Error CAutoBase::GetError()
{
return ERR_OK;
}
// Creates all the interface when the object is selected.
bool CAutoBase::CreateInterface(bool bSelect)
{
Ui::CWindow* pw;
glm::vec2 pos, dim, ddim;
float ox, oy, sx, sy;
float sleep, delay, magnetic, progress;
CAuto::CreateInterface(bSelect);
if ( !bSelect ) return true;
pw = static_cast<Ui::CWindow*>(m_interface->SearchControl(EVENT_WINDOW0));
if ( pw == nullptr ) return false;
dim.x = 33.0f/640.0f;
dim.y = 33.0f/480.0f;
ox = 3.0f/640.0f;
oy = 3.0f/480.0f;
sx = 33.0f/640.0f;
sy = 33.0f/480.0f;
if( !m_object->GetTrainer() )
{
ddim.x = dim.x*1.5f;
ddim.y = dim.y*1.5f;
//? pos.x = ox+sx*7.25f;
//? pos.y = oy+sy*0.25f;
//? pw->CreateButton(pos, ddim, 63, EVENT_OBJECT_BHELP);
pos.x = ox+sx*8.00f;
pos.y = oy+sy*0.25f;
pw->CreateButton(pos, ddim, 28, EVENT_OBJECT_BTAKEOFF);
if ( m_lightning->GetStatus(sleep, delay, magnetic, progress) )
{
pos.x = ox+sx*10.2f;
pos.y = oy+sy*0.5f;
ddim.x = dim.x*1.0f;
ddim.y = dim.y*1.0f;
pw->CreateButton(pos, ddim, 41, EVENT_OBJECT_LIMIT);
}
}
pos.x = ox+sx*0.0f;
pos.y = oy+sy*0;
ddim.x = 66.0f/640.0f;
ddim.y = 66.0f/480.0f;
pw->CreateGroup(pos, ddim, 100, EVENT_OBJECT_TYPE);
UpdateInterface();
return true;
}
// Updates the status of all interface buttons.
void CAutoBase::UpdateInterface()
{
if ( !m_object->GetSelect() ) return;
CAuto::UpdateInterface();
}
// Freeze or frees all cargo.
void CAutoBase::FreezeCargo(bool freeze)
{
m_cargoObjects.clear();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
if ( obj == m_object ) continue; // yourself?
if (IsObjectBeingTransported(obj)) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(m_pos, oPos);
if ( dist < 32.0f )
{
m_cargoObjects.insert(obj);
if ( obj->Implements(ObjectInterfaceType::Movable) )
{
CPhysics* physics = dynamic_cast<CMovableObject&>(*obj).GetPhysics();
physics->SetFreeze(freeze);
}
}
}
}
// All cargo moves vertically with the ship.
void CAutoBase::MoveCargo()
{
glm::vec3 sPos = m_object->GetPosition();
for (CObject* obj : m_cargoObjects)
{
glm::vec3 oPos = obj->GetPosition();
oPos.y = sPos.y+30.0f;
oPos.y += obj->GetCharacter()->height;
oPos.x += sPos.x-m_lastPos.x;
oPos.z += sPos.z-m_lastPos.z;
obj->SetPosition(oPos);
}
m_lastPos = sPos;
}
// Checks whether it is possible to close the doors.
Error CAutoBase::CheckCloseDoor()
{
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
if ( obj == m_object ) continue; // yourself?
if ( !obj->GetActive() ) continue; // inactive?
ObjectType type = obj->GetType();
if ( type == OBJECT_PORTICO ) continue;
for (const auto& crashSphere : obj->GetAllCrashSpheres())
{
glm::vec3 oPos = crashSphere.sphere.pos;
float oRad = crashSphere.sphere.radius;
float dist = Math::DistanceProjected(m_pos, oPos);
if ( dist+oRad > 32.0f &&
dist-oRad < 72.0f )
{
return ERR_BASE_DLOCK;
}
if ( type == OBJECT_HUMAN &&
dist+oRad > 32.0f )
{
return ERR_BASE_DHUMAN;
}
}
}
return ERR_OK;
}
// Start a transit.
void CAutoBase::BeginTransit()
{
if ( m_param == PARAM_TRANSIT2 )
{
m_bgBack = "textures/back01.png"; // clouds orange / blue
}
else if ( m_param == PARAM_TRANSIT3 )
{
m_bgBack = "textures/back22.png"; // blueberries clouds
}
else
{
m_bgBack = "textures/back46.png"; // paintings
}
m_engine->SetFogStart(0.9f); // hardly any fog
m_engine->SetDeepView(2000.0f); // we see very far
m_engine->ApplyChange();
bool full, scale;
m_engine->GetBackground(m_bgName, m_bgUp, m_bgDown, m_bgCloudUp, m_bgCloudDown, full, scale);
m_engine->SetBackground(m_bgBack, Gfx::Color(0.0f, 0.0f, 0.0f, 0.0f),
Gfx::Color(0.0f, 0.0f, 0.0f, 0.0f),
Gfx::Color(0.0f, 0.0f, 0.0f, 0.0f),
Gfx::Color(0.0f, 0.0f, 0.0f, 0.0f));
m_cloud->SetEnabled(false); // cache clouds
m_planet->SetVisiblePlanetType(Gfx::PlanetType::OuterSpace);
}
// End of a transit.
void CAutoBase::EndTransit()
{
m_engine->SetFogStart(m_fogStart); // gives initial fog
m_engine->SetDeepView(m_deepView); // gives initial depth
m_engine->ApplyChange();
m_engine->SetBackground(m_bgName, m_bgUp, m_bgDown, m_bgCloudUp, m_bgCloudDown);
m_cloud->SetEnabled(true); // gives the clouds
m_planet->SetVisiblePlanetType(Gfx::PlanetType::Sky);
m_main->StartMusic();
}
Error CAutoBase::TakeOff(bool printMsg)
{
Error err = CheckCloseDoor();
if (err != ERR_OK)
{
if (printMsg)
m_main->DisplayError(err, m_object);
return err;
}
// taking off in career mode doesn't have to complete the mission
if (m_main->GetLevelCategory() != LevelCategory::CareerMode)
{
err = m_main->CheckEndMission(false);
if (err != ERR_OK)
{
if (printMsg)
m_main->DisplayError(err, m_object);
return err;
}
}
FreezeCargo(true); // freeze whole cargo
if (m_main->GetLevelCategory() == LevelCategory::CareerMode)
{
std::string careerSaveParentDir = m_main->GetPlayerProfile()->GetSaveFile("__career__");
if (!CResourceManager::DirectoryExists(careerSaveParentDir))
CResourceManager::CreateNewDirectory(careerSaveParentDir);
// Note: we don't write a cbot.run file - running programs won't remain running when transferred to other worlds.
// We still need a directory per save file, because programs are saved there.
std::string saveDir = careerSaveParentDir + "/__spaceship__";
if (CResourceManager::DirectoryExists(saveDir))
CResourceManager::RemoveExistingDirectory(saveDir);
CResourceManager::CreateNewDirectory(saveDir);
CLevelParser levelFile(saveDir+"/data.sav");
{
CLevelParserLineUPtr line = std::make_unique<CLevelParserLine>("SpaceShipSave");
line->AddParam("version", std::make_unique<CLevelParserParam>(1));
levelFile.AddLine(std::move(line));
}
int objRank = 0;
for(CObject* obj : m_cargoObjects)
{
glm::vec3 pos = obj->GetPosition();
obj->SetPosition(pos - m_object->GetPosition());
m_main->IOWriteObjectTree(levelFile, obj, saveDir, objRank, true);
obj->SetPosition(pos);
}
try
{
levelFile.Save();
}
catch (CLevelParserException& e)
{
GetLogger()->Error("Failed to save level state - %s\n", e.what()); // TODO add visual error to notify user that save failed
// return to normal gameplay - not tested at all, probably broken
FreezeCargo(false);
return ERR_UNKNOWN; // TODO: proper error code
}
// It's OK to save the cargo in the level save dir, because it's deleted when loading.
std::string levelSaveDir = careerSaveParentDir + "/" + std::to_string(m_main->GetLevelChap()) + "_" + std::to_string(m_main->GetLevelRank());
if (CResourceManager::DirectoryExists(levelSaveDir))
CResourceManager::RemoveExistingDirectory(levelSaveDir);
m_main->GetPlayerProfile()->SaveScene(levelSaveDir, "Career mode save");
}
m_main->SetMovieLock(true); // blocks everything until the end
m_main->DeselectAll();
m_eventQueue->AddEvent(Event(EVENT_UPDINTERFACE));
m_camera->SetType(Gfx::CAM_TYPE_SCRIPT);
glm::vec3 eye = m_pos;
eye.x -= 110.0f;
m_terrain->AdjustToFloor(eye);
eye.y += 10.0f;
glm::vec3 lookat = m_object->GetPosition();
lookat.y += 50.0f;
m_camera->SetScriptCameraAnimate(eye, lookat);
m_posSound = eye;
m_engine->SetFocus(1.0f);
m_soundChannel = m_sound->Play(SOUND_MANIP, m_posSound, 0.3f, 1.5f, true);
m_sound->AddEnvelope(m_soundChannel, 0.3f, 1.5f, BASE_DOOR_TIME2, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.5f, 0.5f, SOPER_STOP);
m_phase = ABP_CLOSE2;
m_progress = 0.0f;
m_speed = 1.0f/BASE_DOOR_TIME2;
return ERR_OK;
}